face_off wrote:Yes, all my material modifications are stored and reloaded when I save / reload the Poser scene. I think, the ability to save to .ocs would be a very important feature, during finetuning. In Octane, I use shared parameters to allow fast and uniform setting of parameters, while the material structure I can work on in the Poser plugin is a tree, very much like the Carrara material system. I attach a screenshot to explain. For a change of the "SSS scale tweak" parameter in a tree structure, I would need to make the change in 9 materials separately.
(I am aware that the moment I use the .ocs format, the link to the Poser scene will be broken. But as I said, that would be only done for final finetuning.)
Your workflow in Octane Standalone is almost identical to what mine was - so I understand where you are going from. The original plan with the plugin was for shared nodes, however that introduced a number of issues that meant copy/paste retaining texturemaps (and some of the other functions) could not be implemented. So the idea now is rather than have a shared parameter, simply copy and paste the material to the other materials that use that parameter. If doing this 9 times is an issue (and I think it would be!), then I could add a rightclick option to paste the current material to all SKIN materials (retaining the original texturemaps). Would that resolve your issue?
face_off wrote:Export to OCS was part of the original functionality of the plugin, however I removed for a couple of reasons (primarily it did not work flawlessly). Ultimately, there shouldn't be any reason to export to Octane Standalone. Everything that can be done in Standalone can be done in the plugin. Any tweaks you are making in Standalone should be able to be made in the plugin faster and more efficiently - that's the goal anywayI need some more help with the material save / reload. What I did was to select the "Export Material" choice from the right-click context menu. It offered to save into files with extension .poe, and the file contents is binary data. In Octane, when I import a material macro, it wants a file with extension .ocm (which is in XML format). Maybe I picked the wrong choice.
There is not currently a facility to import/export ocm. If there is a large number of requests for it, then it could be done, but I'm not sure what it achieves. The only possible reason would be to use that material in Octane Standalone - see above for my opinion on that Plus, people will manually tweak the ocm and then redo into the plugin and cause node integrity issues. If you need to tweak a material, load it, change it in the tree, save it.
face_off wrote:I am very happy with the workflow of the plugin. This is a very good design! It is very convenient to change some textures in Poser via pz2 or .mc6 loading, then to right-click the figure, reimport the materials from poser for that specific figure, then to reload the figure's Octane shader, keeping the texture maps. I could never before test different texture maps so fast.
Thanks for the feedback. A lot of thought went into the design - since it needed to cater for very experienced Octane users, and also relative novices.
I am currently working with the beta team on release 1.1, which contains the Instancing implementation, plus a range of other neat features. So it's good to hear suggestions on the workflow from people like yourself.
this would definitely help, although it would be a specific solution for skin only. There could be other cases in architectural setups.
I understand that, but there must be the same issues when importing materials from the live DB.
I think I can come up with a couple of suggestions. One great add-on for example would be to be able to use keyboard shortcuts for copying / pasting materials (for paste, two different shortcuts would be required, for the different texture-map options).
face_off wrote:I've got both OCS and OCM load/save listed as candidates for verson 1.2.
If so, what light is rendering at that click?
If I look into the plugin, under the rendertarget setting, it shows "environment = texture environment" and the sub-node says "texture = bw-pool.png". This is the LDR image from the IBL light. I can see it rendering as the backdrop of the test render if I render without any physical background. I guess this IBL is rendering as a backdrop and not a light?
If I delete all of the lights from the scene, refresh the scene in Octane, then render again, the backdrop is gone. But it still renders brightly. So where is the lighting coming from?
If I switch in the "environment" dropdown from "texture environment" to "daylight" and then back, the bw-pool.png is gone. And then again, I have no idea what light set is rendering the scene, since the nodes do not list lights. I'm guessing the scene is lit from the "Environment" node?
Also, is it possible to offer a .tif export option so we can export the image with alpha? I also usually render in PP2012 and export an additional z-depth pass. How can this be achieved in Octane with the plugin? I'm guessing it's not something that is possible at this time?
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